/*******************************************************************************
 * Copyright 2010 Mario Zechner (contact@badlogicgames.com)
 * 
 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the
 * License. You may obtain a copy of the License at
 * 
 * http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS"
 * BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.physics.box2d.joints;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.JointDef;

/**
 * Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
 */
public class MouseJointDef extends JointDef {
	public MouseJointDef () {
		type = JointType.MouseJoint;
	}

	/**
	 * The initial world target point. This is assumed to coincide with the body anchor initially.
	 */
	public final Vector2 target = new Vector2();

	/**
	 * The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
	 * the weight (multiplier * mass * gravity).
	 */
	public float maxForce = 0;

	/**
	 * The response speed.
	 */
	public float frequencyHz = 5.0f;

	/**
	 * The damping ratio. 0 = no damping, 1 = critical damping.
	 */
	public float dampingRatio = 0.7f;
}
